36 Commits

Author SHA1 Message Date
Joshua (MordenTral) Statzer
76e08581f5 Adding function to get the net id of a session owner 2025-09-26 08:36:59 -04:00
Joshua (MordenTral) Statzer
382ed08217 Merge pull request #48 from Elewyth/master
properly forward UWorld::ServerTravel return value
2022-09-08 14:06:02 -04:00
Marc Etter
f760855494 properly forward UWorld::ServerTravel return value 2022-09-08 19:01:27 +02:00
Joshua
fe76b60b2e ue5 correction 2022-08-30 15:32:43 -04:00
Joshua
7f1b47f42d set cached unique net id in auto login as well 2022-08-30 08:42:41 -04:00
Joshua
3ac5d6c664 ported changes over 2022-08-22 16:00:22 -04:00
Joshua
fd33fc34a5 correct the create session node not passing on bAllowJoingViaPresence 2022-06-24 08:10:11 -04:00
Joshua
bc26be2a12 porting session change to ue5 2022-05-03 08:39:29 -04:00
Joshua
936532f1a0 forcing steam shared on
forcing steam shared on, its off by default and including steam subsystem isn't automatically turning it on.
2022-04-26 09:01:05 -04:00
Joshua
64710df075 whoops 2022-04-08 12:04:03 -04:00
Joshua
ab9de1b344 re-enabling end session 2022-04-08 10:54:04 -04:00
Joshua
bf4d99cba8 adding in pull request manually
https://github.com/mordentral/AdvancedSessionsPlugin/pull/32 manually merging due to changes since creation
2022-04-08 10:53:41 -04:00
Joshua
f7f56e7038 Merge branch 'UE5-ReleaseStaging' 2022-04-05 15:29:19 -04:00
Joshua
90fff579ba manually merging server travel node to ue5 2022-03-11 13:45:01 -05:00
Joshua
e1ed0f22b6 normalizing EOL 2022-03-07 11:03:10 -05:00
Joshua
0de641f7d9 adding gitattributes 2022-03-07 10:46:44 -05:00
Joshua
295ab98a91 correct this pull request for ue5 2022-03-07 09:22:25 -05:00
Joshua (MordenTral) Statzer
18475eb2ef Merge pull request #24 from lotodore/login_update_playerstate_uniqueid
Update PlayerState UniqueId after Login

Good pull request, accepted
2022-03-07 08:23:56 -05:00
Joshua (MordenTral) Statzer
9784cd2f01 Merge pull request #25 from lotodore/change_type_to_authtype
Rename Login parameter "Type" to "AuthType".

Not a relevant change, it predates EOS, but will merge for clarity
2022-03-07 08:23:56 -05:00
mordentral
2e43a65acd fix include 2022-02-28 17:08:09 -05:00
Joshua
09bbe211a8 fix type and some functions that are soon to be replaced 2022-02-25 15:06:42 -05:00
Joshua
fded4d065b commit to bring to parity 2022-02-07 10:29:19 -05:00
Joshua
b0ae86b017 revert to ue5 EA on this branch, spool up a new one 2022-02-07 10:28:08 -05:00
Joshua
4d913be381 Merge branch 'master' into UE5-Prerelease 2022-01-27 09:15:56 -05:00
Joshua
8192f73ca7 fix bad header 2021-10-25 08:26:13 -04:00
Joshua
f2a33fe1c6 Revert "update for new session option"
This reverts commit b72b0d59fe.
2021-10-22 15:50:52 -04:00
Joshua
c59f4bba43 Revert "fix default value for lobby sessions on create session"
This reverts commit 7b21ee2344.
2021-10-22 15:50:45 -04:00
Joshua
7b21ee2344 fix default value for lobby sessions on create session
fix default value for lobby sessions on create session
2021-10-22 15:32:24 -04:00
Joshua
b72b0d59fe update for new session option
update for new session option
2021-10-22 15:31:06 -04:00
Louis Raverdy
5b2260079c Update SteamRequestGroupOfficersCallbackProxy.h 2021-10-18 22:02:12 +02:00
Louis Raverdy
c4df122248 Update AdvancedSteamFriendsLibrary.h 2021-10-18 22:01:46 +02:00
Louis Raverdy
6065bd9a36 Update SteamRequestGroupOfficersCallbackProxy.cpp 2021-10-18 22:00:37 +02:00
Joshua
6c392ee1fb backing out search lobbies in ue5, it doesn't exist here yet
backing out search lobbies in ue5, it doesn't exist here yet
2021-09-29 08:39:45 -04:00
Joshua
4b7cffc1c0 add lobby search to find
add lobby search to find
2021-09-13 08:21:23 -04:00
Joshua
ce25430643 packages
packages
2021-06-07 12:27:07 -04:00
Joshua
dfb5ad544a removed win32 check
removed win32 check
2021-05-28 10:03:52 -04:00
53 changed files with 4954 additions and 4759 deletions

2
.gitattributes vendored Normal file
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@@ -0,0 +1,2 @@
* text=auto
*.bat eol=crlf

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@@ -1,22 +1,19 @@
{ {
"FileVersion" : 3, "FileVersion": 3,
"FriendlyName": "Advanced Sessions",
"FriendlyName" : "Advanced Sessions", "Version": 4,
"Version" : 4.27, "VersionName": "5.0",
"VersionName": "4.27", "Description": "Adds new blueprint functions to handle more advanced session operations.",
"Description" : "Adds new blueprint functions to handle more advanced session operations.", "Category": "Advanced Sessions Plugin",
"Category" : "Advanced Sessions Plugin", "CreatedBy": "Joshua Statzer",
"CreatedBy" : "Joshua Statzer", "CreatedByURL": "N/A",
"CreatedByURL" : "N/A", "Modules": [
{
"Modules" : "Name": "AdvancedSessions",
[ "Type": "Runtime",
{ "LoadingPhase": "PreDefault"
"Name" : "AdvancedSessions", }
"Type" : "RunTime", ],
"LoadingPhase" : "PreDefault"
}
],
"Plugins": [ "Plugins": [
{ {
"Name": "OnlineSubsystem", "Name": "OnlineSubsystem",
@@ -26,5 +23,12 @@
"Name": "OnlineSubsystemUtils", "Name": "OnlineSubsystemUtils",
"Enabled": true "Enabled": true
} }
] ],
"DocsURL": "",
"MarketplaceURL": "",
"SupportURL": "",
"CanContainContent": false,
"IsBetaVersion": false,
"IsExperimentalVersion": false,
"Installed": false
} }

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@@ -0,0 +1,8 @@
[FilterPlugin]
; This section lists additional files which will be packaged along with your plugin. Paths should be listed relative to the root plugin directory, and
; may include "...", "*", and "?" wildcards to match directories, files, and individual characters respectively.
;
; Examples:
; /README.txt
; /Extras/...
; /Binaries/ThirdParty/*.dll

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@@ -160,6 +160,10 @@ public:
UFUNCTION(BlueprintPure, Category = "Online|AdvancedSessions|PlayerInfo|PlayerID") UFUNCTION(BlueprintPure, Category = "Online|AdvancedSessions|PlayerInfo|PlayerID")
static void GetUniqueNetID(APlayerController *PlayerController, FBPUniqueNetId &UniqueNetId); static void GetUniqueNetID(APlayerController *PlayerController, FBPUniqueNetId &UniqueNetId);
// Get the unique net id of a network player attached to the given controller
UFUNCTION(BlueprintPure, Category = "Online|AdvancedSessions|PlayerInfo|PlayerID")
static void GetUniqueNetIdOfSessionOwner(FBlueprintSessionResult SessionResult, FBPUniqueNetId& UniqueNetId);
// Get the unique net id of a network player who is assigned the the given player state // Get the unique net id of a network player who is assigned the the given player state
UFUNCTION(BlueprintPure, Category = "Online|AdvancedSessions|PlayerInfo|PlayerID") UFUNCTION(BlueprintPure, Category = "Online|AdvancedSessions|PlayerInfo|PlayerID")
static void GetUniqueNetIDFromPlayerState(APlayerState *PlayerState, FBPUniqueNetId &UniqueNetId); static void GetUniqueNetIDFromPlayerState(APlayerState *PlayerState, FBPUniqueNetId &UniqueNetId);
@@ -206,5 +210,4 @@ public:
UFUNCTION(BlueprintCallable, BlueprintAuthorityOnly, Category = "Online|AdvancedSessions|Seamless", meta = (HidePin = "WorldContextObject", DefaultToSelf = "WorldContextObject")) UFUNCTION(BlueprintCallable, BlueprintAuthorityOnly, Category = "Online|AdvancedSessions|Seamless", meta = (HidePin = "WorldContextObject", DefaultToSelf = "WorldContextObject"))
static bool ServerTravel(UObject* WorldContextObject, const FString& InURL, bool bAbsolute, bool bShouldSkipGameNotify); static bool ServerTravel(UObject* WorldContextObject, const FString& InURL, bool bAbsolute, bool bShouldSkipGameNotify);
}; };

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@@ -251,17 +251,17 @@ struct FBPFriendPresenceInfo
public: public:
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Online|Friend") UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Online|Friend")
bool bIsOnline; bool bIsOnline = false;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Online|Friend") UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Online|Friend")
bool bIsPlaying; bool bIsPlaying = false;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Online|Friend") UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Online|Friend")
bool bIsPlayingThisGame; bool bIsPlayingThisGame = false;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Online|Friend") UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Online|Friend")
bool bIsJoinable; bool bIsJoinable = false;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Online|Friend") UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Online|Friend")
bool bHasVoiceSupport; bool bHasVoiceSupport = false;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Online|Friend") UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Online|Friend")
EBPOnlinePresenceState PresenceState; EBPOnlinePresenceState PresenceState = EBPOnlinePresenceState::Offline;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Online|Friend") UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Online|Friend")
FString StatusString; FString StatusString;
@@ -288,11 +288,11 @@ public:
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Online|Friend") UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Online|Friend")
FString RealName; FString RealName;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Online|Friend") UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Online|Friend")
EBPOnlinePresenceState OnlineState; EBPOnlinePresenceState OnlineState = EBPOnlinePresenceState::Offline;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Online|Friend") UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Online|Friend")
FBPUniqueNetId UniqueNetId; FBPUniqueNetId UniqueNetId;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Online|Friend") UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Online|Friend")
bool bIsPlayingSameGame; bool bIsPlayingSameGame = false;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Online|Friend") UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Online|Friend")
FBPFriendPresenceInfo PresenceInfo; FBPFriendPresenceInfo PresenceInfo;

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@@ -27,19 +27,20 @@ class UCreateSessionCallbackProxyAdvanced : public UOnlineBlueprintCallProxyBase
* @param bUseLobbiesIfAvailable Used to flag the subsystem to use a lobby api instead of general hosting if the API supports it, generally true on steam for listen servers and false for dedicated * @param bUseLobbiesIfAvailable Used to flag the subsystem to use a lobby api instead of general hosting if the API supports it, generally true on steam for listen servers and false for dedicated
* @param bShouldAdvertise Set to true when the OnlineSubsystem should list your server when someone is searching for servers. Otherwise the server is hidden and only join via invite is possible. * @param bShouldAdvertise Set to true when the OnlineSubsystem should list your server when someone is searching for servers. Otherwise the server is hidden and only join via invite is possible.
* @param bUseLobbiesVoiceChatIfAvailable Set to true to setup voice chat lobbies if the API supports it * @param bUseLobbiesVoiceChatIfAvailable Set to true to setup voice chat lobbies if the API supports it
* @param bStartAfterCreate Set to true to start the session after it's created. If false you need to manually call StartSession when ready.
*/ */
UFUNCTION(BlueprintCallable, meta=(BlueprintInternalUseOnly = "true", WorldContext="WorldContextObject",AutoCreateRefTerm="ExtraSettings"), Category = "Online|AdvancedSessions") UFUNCTION(BlueprintCallable, meta=(BlueprintInternalUseOnly = "true", WorldContext="WorldContextObject",AutoCreateRefTerm="ExtraSettings"), Category = "Online|AdvancedSessions")
static UCreateSessionCallbackProxyAdvanced* CreateAdvancedSession(UObject* WorldContextObject, const TArray<FSessionPropertyKeyPair> &ExtraSettings, class APlayerController* PlayerController = NULL, int32 PublicConnections = 100, int32 PrivateConnections = 0, bool bUseLAN = false, bool bAllowInvites = true, bool bIsDedicatedServer = false, bool bUsePresence = true, bool bUseLobbiesIfAvailable = true, bool bAllowJoinViaPresence = true, bool bAllowJoinViaPresenceFriendsOnly = false, bool bAntiCheatProtected = false, bool bUsesStats = false, bool bShouldAdvertise = true, bool bUseLobbiesVoiceChatIfAvailable = false); static UCreateSessionCallbackProxyAdvanced* CreateAdvancedSession(UObject* WorldContextObject, const TArray<FSessionPropertyKeyPair>& ExtraSettings, class APlayerController* PlayerController = NULL, int32 PublicConnections = 100, int32 PrivateConnections = 0, bool bUseLAN = false, bool bAllowInvites = true, bool bIsDedicatedServer = false, bool bUsePresence = true, bool bUseLobbiesIfAvailable = true, bool bAllowJoinViaPresence = true, bool bAllowJoinViaPresenceFriendsOnly = false, bool bAntiCheatProtected = false, bool bUsesStats = false, bool bShouldAdvertise = true, bool bUseLobbiesVoiceChatIfAvailable = false, bool bStartAfterCreate = true);
// UOnlineBlueprintCallProxyBase interface // UOnlineBlueprintCallProxyBase interface
virtual void Activate() override; virtual void Activate() override;
// End of UOnlineBlueprintCallProxyBase interface // End of UOnlineBlueprintCallProxyBase interface
private: private:
// Internal callback when session creation completes, calls StartSession // Internal callback when session creation completes, optionally calls StartSession
void OnCreateCompleted(FName SessionName, bool bWasSuccessful); void OnCreateCompleted(FName SessionName, bool bWasSuccessful);
// Internal callback when session creation completes, calls StartSession // Internal callback when session start completes
void OnStartCompleted(FName SessionName, bool bWasSuccessful); void OnStartCompleted(FName SessionName, bool bWasSuccessful);
// The player controller triggering things // The player controller triggering things
@@ -94,6 +95,9 @@ private:
// Whether to prefer the use of voice chat lobbies if the api supports them // Whether to prefer the use of voice chat lobbies if the api supports them
bool bUseLobbiesVoiceChatIfAvailable; bool bUseLobbiesVoiceChatIfAvailable;
// Whether to start the session automatically after it is created
bool bStartAfterCreate;
// Store extra settings // Store extra settings
TArray<FSessionPropertyKeyPair> ExtraSettings; TArray<FSessionPropertyKeyPair> ExtraSettings;

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@@ -19,8 +19,11 @@ class UEndSessionCallbackProxy : public UOnlineBlueprintCallProxyBase
UPROPERTY(BlueprintAssignable) UPROPERTY(BlueprintAssignable)
FEmptyOnlineDelegate OnFailure; FEmptyOnlineDelegate OnFailure;
// Ends the current session /**
UFUNCTION(BlueprintCallable, meta=(DeprecatedFunction,DeprecationMessage = "This function is deprecated, I realized that people have been using it wrong and it doesn't have much use in blueprints. Use Destroy Session only instead.",BlueprintInternalUseOnly = "true", WorldContext="WorldContextObject"), Category = "Online|AdvancedSessions|Deprecated") * Ends the current sessions, Generally for almost all uses you should be using the engines native Destroy Session node instead.
* This exists for people using StartSession and optionally hand managing the session state.
*/
UFUNCTION(BlueprintCallable, meta=(BlueprintInternalUseOnly = "true", WorldContext="WorldContextObject"), Category = "Online|AdvancedSessions")
static UEndSessionCallbackProxy* EndSession(UObject* WorldContextObject, class APlayerController* PlayerController); static UEndSessionCallbackProxy* EndSession(UObject* WorldContextObject, class APlayerController* PlayerController);
// UOnlineBlueprintCallProxyBase interface // UOnlineBlueprintCallProxyBase interface

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@@ -0,0 +1,46 @@
#pragma once
#include "CoreMinimal.h"
#include "BlueprintDataDefinitions.h"
#include "StartSessionCallbackProxyAdvanced.generated.h"
UCLASS(MinimalAPI)
class UStartSessionCallbackProxyAdvanced : public UOnlineBlueprintCallProxyBase
{
GENERATED_UCLASS_BODY()
// Called when the session starts successfully
UPROPERTY(BlueprintAssignable)
FEmptyOnlineDelegate OnSuccess;
// Called when there is an error starting the session
UPROPERTY(BlueprintAssignable)
FEmptyOnlineDelegate OnFailure;
/**
* Starts a session with the default online subsystem. The session needs to be previously created by calling the "CreateAdvancedSession" node.
* @param WorldContextObject
*/
UFUNCTION(
BlueprintCallable
, meta=(BlueprintInternalUseOnly = "true", WorldContext="WorldContextObject")
, Category = "Online|AdvancedSessions"
)
static UStartSessionCallbackProxyAdvanced* StartAdvancedSession(const UObject* WorldContextObject);
// UOnlineBlueprintCallProxyBase interface
virtual void Activate() override;
// End of UOnlineBlueprintCallProxyBase interface
private:
// Internal callback when session start completes
void OnStartCompleted(FName SessionName, bool bWasSuccessful);
// The delegate executed by the online subsystem
FOnStartSessionCompleteDelegate StartCompleteDelegate;
// Handles to the registered delegates above
FDelegateHandle StartCompleteDelegateHandle;
// The world context object in which this call is taking place
const UObject* WorldContextObject;
};

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@@ -451,6 +451,17 @@ void UAdvancedSessionsLibrary::GetUniqueNetID(APlayerController *PlayerControlle
} }
} }
void UAdvancedSessionsLibrary::GetUniqueNetIdOfSessionOwner(FBlueprintSessionResult SessionResult, FBPUniqueNetId& UniqueNetId)
{
FBPUniqueNetId ReturnID;
if (SessionResult.OnlineResult.IsValid())
{
ReturnID.SetUniqueNetId(SessionResult.OnlineResult.Session.OwningUserId);
}
UniqueNetId = ReturnID;
}
void UAdvancedSessionsLibrary::GetUniqueNetIDFromPlayerState(APlayerState *PlayerState, FBPUniqueNetId &UniqueNetId) void UAdvancedSessionsLibrary::GetUniqueNetIDFromPlayerState(APlayerState *PlayerState, FBPUniqueNetId &UniqueNetId)
{ {
if (!PlayerState) if (!PlayerState)
@@ -531,11 +542,17 @@ void UAdvancedSessionsLibrary::GetNumberOfNetworkPlayers(UObject* WorldContextOb
bool UAdvancedSessionsLibrary::ServerTravel(UObject* WorldContextObject, const FString& FURL, bool bAbsolute, bool bShouldSkipGameNotify) bool UAdvancedSessionsLibrary::ServerTravel(UObject* WorldContextObject, const FString& FURL, bool bAbsolute, bool bShouldSkipGameNotify)
{ {
if (!WorldContextObject) return false; if (!WorldContextObject)
{
return false;
}
//using a context object to get the world //using a context object to get the world
UWorld* const World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::ReturnNull); UWorld* const World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::ReturnNull);
if (!World) return false; if (World)
World->ServerTravel(FURL,bAbsolute,bShouldSkipGameNotify); {
return true; return World->ServerTravel(FURL, bAbsolute, bShouldSkipGameNotify);
}
return false;
} }

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@@ -1,7 +1,7 @@
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved. // Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#include "AutoLoginUserCallbackProxy.h" #include "AutoLoginUserCallbackProxy.h"
#include "Kismet/GameplayStatics.h"
////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////
// ULoginUserCallbackProxy // ULoginUserCallbackProxy
@@ -44,6 +44,25 @@ void UAutoLoginUserCallbackProxy::OnCompleted(int32 LocalUserNum, bool bWasSucce
Identity->ClearOnLoginCompleteDelegate_Handle(LocalUserNum, DelegateHandle); Identity->ClearOnLoginCompleteDelegate_Handle(LocalUserNum, DelegateHandle);
} }
if(APlayerController* PController = UGameplayStatics::GetPlayerController(WorldContextObject->GetWorld(), LocalUserNum))
{
ULocalPlayer* Player = Cast<ULocalPlayer>(PController->Player);
FUniqueNetIdRepl uniqueId(UserId.AsShared());
if (Player)
{
Player->SetCachedUniqueNetId(uniqueId);
}
if (APlayerState* State = PController->PlayerState)
{
// Update UniqueId. See also ShowLoginUICallbackProxy.cpp
State->SetUniqueId(uniqueId);
}
}
if (bWasSuccessful) if (bWasSuccessful)
{ {
OnSuccess.Broadcast(); OnSuccess.Broadcast();

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@@ -13,7 +13,7 @@ UCreateSessionCallbackProxyAdvanced::UCreateSessionCallbackProxyAdvanced(const F
{ {
} }
UCreateSessionCallbackProxyAdvanced* UCreateSessionCallbackProxyAdvanced::CreateAdvancedSession(UObject* WorldContextObject, const TArray<FSessionPropertyKeyPair> &ExtraSettings, class APlayerController* PlayerController, int32 PublicConnections, int32 PrivateConnections, bool bUseLAN, bool bAllowInvites, bool bIsDedicatedServer, bool bUsePresence, bool bUseLobbiesIfAvailable, bool bAllowJoinViaPresence, bool bAllowJoinViaPresenceFriendsOnly, bool bAntiCheatProtected, bool bUsesStats, bool bShouldAdvertise, bool bUseLobbiesVoiceChatIfAvailable) UCreateSessionCallbackProxyAdvanced* UCreateSessionCallbackProxyAdvanced::CreateAdvancedSession(UObject* WorldContextObject, const TArray<FSessionPropertyKeyPair>& ExtraSettings, class APlayerController* PlayerController, int32 PublicConnections, int32 PrivateConnections, bool bUseLAN, bool bAllowInvites, bool bIsDedicatedServer, bool bUsePresence, bool bUseLobbiesIfAvailable, bool bAllowJoinViaPresence, bool bAllowJoinViaPresenceFriendsOnly, bool bAntiCheatProtected, bool bUsesStats, bool bShouldAdvertise, bool bUseLobbiesVoiceChatIfAvailable, bool bStartAfterCreate)
{ {
UCreateSessionCallbackProxyAdvanced* Proxy = NewObject<UCreateSessionCallbackProxyAdvanced>(); UCreateSessionCallbackProxyAdvanced* Proxy = NewObject<UCreateSessionCallbackProxyAdvanced>();
Proxy->PlayerControllerWeakPtr = PlayerController; Proxy->PlayerControllerWeakPtr = PlayerController;
@@ -32,6 +32,7 @@ UCreateSessionCallbackProxyAdvanced* UCreateSessionCallbackProxyAdvanced::Create
Proxy->bUsesStats = bUsesStats; Proxy->bUsesStats = bUsesStats;
Proxy->bShouldAdvertise = bShouldAdvertise; Proxy->bShouldAdvertise = bShouldAdvertise;
Proxy->bUseLobbiesVoiceChatIfAvailable = bUseLobbiesVoiceChatIfAvailable; Proxy->bUseLobbiesVoiceChatIfAvailable = bUseLobbiesVoiceChatIfAvailable;
Proxy->bStartAfterCreate = bStartAfterCreate;
return Proxy; return Proxy;
} }
@@ -52,10 +53,10 @@ void UCreateSessionCallbackProxyAdvanced::Activate()
FOnlineSessionSettings Settings; FOnlineSessionSettings Settings;
Settings.NumPublicConnections = NumPublicConnections; Settings.NumPublicConnections = NumPublicConnections;
Settings.NumPrivateConnections = NumPrivateConnections; Settings.NumPrivateConnections = NumPrivateConnections;
Settings.bShouldAdvertise = true; Settings.bShouldAdvertise = bShouldAdvertise;
Settings.bAllowJoinInProgress = true; Settings.bAllowJoinInProgress = true;
Settings.bIsLANMatch = bUseLAN; Settings.bIsLANMatch = bUseLAN;
Settings.bAllowJoinViaPresence = true; Settings.bAllowJoinViaPresence = bAllowJoinViaPresence;
Settings.bIsDedicated = bDedicatedServer; Settings.bIsDedicated = bDedicatedServer;
if (bDedicatedServer) if (bDedicatedServer)
@@ -73,7 +74,6 @@ void UCreateSessionCallbackProxyAdvanced::Activate()
Settings.bAllowJoinViaPresenceFriendsOnly = bAllowJoinViaPresenceFriendsOnly; Settings.bAllowJoinViaPresenceFriendsOnly = bAllowJoinViaPresenceFriendsOnly;
Settings.bAntiCheatProtected = bAntiCheatProtected; Settings.bAntiCheatProtected = bAntiCheatProtected;
Settings.bUsesStats = bUsesStats; Settings.bUsesStats = bUsesStats;
Settings.bShouldAdvertise = bShouldAdvertise;
// These are about the only changes over the standard Create Sessions Node // These are about the only changes over the standard Create Sessions Node
Settings.bAllowInvites = bAllowInvites; Settings.bAllowInvites = bAllowInvites;
@@ -133,8 +133,17 @@ void UCreateSessionCallbackProxyAdvanced::OnCreateCompleted(FName SessionName, b
if (bWasSuccessful) if (bWasSuccessful)
{ {
StartCompleteDelegateHandle = Sessions->AddOnStartSessionCompleteDelegate_Handle(StartCompleteDelegate); if (this->bStartAfterCreate)
Sessions->StartSession(NAME_GameSession); {
UE_LOG_ONLINE_SESSION(Display, TEXT("Session creation completed. Automatic start is turned on, starting session now."));
StartCompleteDelegateHandle = Sessions->AddOnStartSessionCompleteDelegate_Handle(StartCompleteDelegate);
Sessions->StartSession(NAME_GameSession); // We'll call `OnSuccess.Broadcast()` when start succeeds.
}
else
{
UE_LOG_ONLINE_SESSION(Display, TEXT("Session creation completed. Automatic start is turned off, to start the session call 'StartSession'."));
OnSuccess.Broadcast();
}
// OnStartCompleted will get called, nothing more to do now // OnStartCompleted will get called, nothing more to do now
return; return;

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@@ -129,21 +129,24 @@ void UFindSessionsCallbackProxyAdvanced::Activate()
case EBPServerPresenceSearchType::AllServers: case EBPServerPresenceSearchType::AllServers:
default: default:
{ {
// Only steam uses the separate searching flags currently //if (IOnlineSubsystem::DoesInstanceExist("STEAM"))
if (IOnlineSubsystem::DoesInstanceExist("STEAM")) //{
{ bRunSecondSearch = true;
bRunSecondSearch = true;
SearchObjectDedicated = MakeShareable(new FOnlineSessionSearch); SearchObjectDedicated = MakeShareable(new FOnlineSessionSearch);
SearchObjectDedicated->MaxSearchResults = MaxResults; SearchObjectDedicated->MaxSearchResults = MaxResults;
SearchObjectDedicated->bIsLanQuery = bUseLAN; SearchObjectDedicated->bIsLanQuery = bUseLAN;
FOnlineSearchSettingsEx DedicatedOnly = tem; FOnlineSearchSettingsEx DedicatedOnly = tem;
tem.Set(SEARCH_PRESENCE, true, EOnlineComparisonOp::Equals);
//DedicatedOnly.Set(SEARCH_DEDICATED_ONLY, true, EOnlineComparisonOp::Equals); tem.Set(SEARCH_PRESENCE, true, EOnlineComparisonOp::Equals);
SearchObjectDedicated->QuerySettings = DedicatedOnly;
} if (bSearchLobbies)
tem.Set(SEARCH_LOBBIES, true, EOnlineComparisonOp::Equals);
//DedicatedOnly.Set(SEARCH_DEDICATED_ONLY, true, EOnlineComparisonOp::Equals);
SearchObjectDedicated->QuerySettings = DedicatedOnly;
//}
} }
break; break;
} }

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@@ -64,7 +64,8 @@ void ULoginUserCallbackProxy::OnCompleted(int32 LocalUserNum, bool bWasSuccessfu
if (PlayerControllerWeakPtr.IsValid()) if (PlayerControllerWeakPtr.IsValid())
{ {
ULocalPlayer* Player = Cast<ULocalPlayer>(PlayerControllerWeakPtr->Player); ULocalPlayer* Player = Cast<ULocalPlayer>(PlayerControllerWeakPtr->Player);
auto uniqueId = UserId.AsShared();
FUniqueNetIdRepl UniqueID(UserId.AsShared());
if (Player) if (Player)
{ {
@@ -74,15 +75,13 @@ void ULoginUserCallbackProxy::OnCompleted(int32 LocalUserNum, bool bWasSuccessfu
{ {
Identity->ClearOnLoginCompleteDelegate_Handle(Player->GetControllerId(), DelegateHandle); Identity->ClearOnLoginCompleteDelegate_Handle(Player->GetControllerId(), DelegateHandle);
} }
Player->SetCachedUniqueNetId(uniqueId); Player->SetCachedUniqueNetId(UniqueID);
} }
APlayerState* State = PlayerControllerWeakPtr->PlayerState; if (APlayerState* State = PlayerControllerWeakPtr->PlayerState)
if (State)
{ {
// Update UniqueId. See also ShowLoginUICallbackProxy.cpp // Update UniqueId. See also ShowLoginUICallbackProxy.cpp
State->SetUniqueId((const FUniqueNetIdPtr&) uniqueId); State->SetUniqueId(UniqueID);
} }
} }

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@@ -0,0 +1,62 @@
#include "StartSessionCallbackProxyAdvanced.h"
UStartSessionCallbackProxyAdvanced::UStartSessionCallbackProxyAdvanced(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
, StartCompleteDelegate(FOnStartSessionCompleteDelegate::CreateUObject(this, &ThisClass::OnStartCompleted))
{
}
UStartSessionCallbackProxyAdvanced* UStartSessionCallbackProxyAdvanced::StartAdvancedSession(
const UObject* WorldContextObject)
{
UStartSessionCallbackProxyAdvanced* Proxy = NewObject<UStartSessionCallbackProxyAdvanced>();
Proxy->WorldContextObject = WorldContextObject;
return Proxy;
}
void UStartSessionCallbackProxyAdvanced::Activate()
{
const FOnlineSubsystemBPCallHelperAdvanced Helper(
TEXT("StartSession"),
GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull));
if (Helper.OnlineSub != nullptr)
{
const auto Sessions = Helper.OnlineSub->GetSessionInterface();
if (Sessions.IsValid())
{
StartCompleteDelegateHandle = Sessions->AddOnStartSessionCompleteDelegate_Handle(StartCompleteDelegate);
Sessions->StartSession(NAME_GameSession);
return;
}
FFrame::KismetExecutionMessage(TEXT("Sessions not supported by Online Subsystem"), ELogVerbosity::Warning);
}
// Fail immediately
OnFailure.Broadcast();
}
void UStartSessionCallbackProxyAdvanced::OnStartCompleted(FName SessionName, bool bWasSuccessful)
{
const FOnlineSubsystemBPCallHelperAdvanced Helper(
TEXT("StartSessionCallback"),
GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull));
if (Helper.OnlineSub != nullptr)
{
const auto Sessions = Helper.OnlineSub->GetSessionInterface();
if (Sessions.IsValid())
{
Sessions->ClearOnStartSessionCompleteDelegate_Handle(StartCompleteDelegateHandle);
}
}
if (bWasSuccessful)
{
OnSuccess.Broadcast();
}
else
{
OnFailure.Broadcast();
}
}

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@@ -2,8 +2,8 @@
"FileVersion" : 3, "FileVersion" : 3,
"FriendlyName" : "Advanced Steam Sessions", "FriendlyName" : "Advanced Steam Sessions",
"Version" : 4.27, "Version" : 5.0,
"VersionName": "4.27", "VersionName": "5.0",
"Description" : "Adds new blueprint functions to handle more advanced session operations in Steam. REQUIRES ADVANCED SESSIONS", "Description" : "Adds new blueprint functions to handle more advanced session operations in Steam. REQUIRES ADVANCED SESSIONS",
"Category" : "Advanced Sessions Plugin", "Category" : "Advanced Sessions Plugin",
"CreatedBy" : "Joshua Statzer", "CreatedBy" : "Joshua Statzer",
@@ -33,6 +33,10 @@
{ {
"Name": "OnlineSubsystemSteam", "Name": "OnlineSubsystemSteam",
"Enabled": true "Enabled": true
},
{
"Name": "SteamShared",
"Enabled": true
} }
] ]
} }

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@@ -0,0 +1,8 @@
[FilterPlugin]
; This section lists additional files which will be packaged along with your plugin. Paths should be listed relative to the root plugin directory, and
; may include "...", "*", and "?" wildcards to match directories, files, and individual characters respectively.
;
; Examples:
; /README.txt
; /Extras/...
; /Binaries/ThirdParty/*.dll

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@@ -13,7 +13,7 @@ public class AdvancedSteamSessions : ModuleRules
PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "OnlineSubsystem", "CoreUObject", "OnlineSubsystemUtils", "Networking", "Sockets", "AdvancedSessions"/*"Voice", "OnlineSubsystemSteam"*/ }); PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "OnlineSubsystem", "CoreUObject", "OnlineSubsystemUtils", "Networking", "Sockets", "AdvancedSessions"/*"Voice", "OnlineSubsystemSteam"*/ });
PrivateDependencyModuleNames.AddRange(new string[] { "OnlineSubsystem", "Sockets", "Networking", "OnlineSubsystemUtils" /*"Voice", "Steamworks","OnlineSubsystemSteam"*/}); PrivateDependencyModuleNames.AddRange(new string[] { "OnlineSubsystem", "Sockets", "Networking", "OnlineSubsystemUtils" /*"Voice", "Steamworks","OnlineSubsystemSteam"*/});
if ((Target.Platform == UnrealTargetPlatform.Win64) || (Target.Platform == UnrealTargetPlatform.Win32) || (Target.Platform == UnrealTargetPlatform.Linux) || (Target.Platform == UnrealTargetPlatform.Mac)) if ((Target.Platform == UnrealTargetPlatform.Win64) || (Target.Platform == UnrealTargetPlatform.Linux) || (Target.Platform == UnrealTargetPlatform.Mac))
{ {
PublicDependencyModuleNames.AddRange(new string[] { "Steamworks",/*"Voice",*/ "OnlineSubsystemSteam" }); PublicDependencyModuleNames.AddRange(new string[] { "Steamworks",/*"Voice",*/ "OnlineSubsystemSteam" });
PublicIncludePaths.AddRange(new string[] { "../Plugins/Online/OnlineSubsystemSteam/Source/Private" });// This is dumb but it isn't very open PublicIncludePaths.AddRange(new string[] { "../Plugins/Online/OnlineSubsystemSteam/Source/Private" });// This is dumb but it isn't very open

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@@ -297,11 +297,11 @@ public:
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Online|SteamAPI|SteamGroups") UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Online|SteamAPI|SteamGroups")
FString GroupTag; FString GroupTag;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Online|SteamAPI|SteamGroups") UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Online|SteamAPI|SteamGroups")
int32 numOnline; int32 numOnline = 0;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Online|SteamAPI|SteamGroups") UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Online|SteamAPI|SteamGroups")
int32 numInGame; int32 numInGame = 0;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Online|SteamAPI|SteamGroups") UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Online|SteamAPI|SteamGroups")
int32 numChatting; int32 numChatting = 0;
}; };

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@@ -55,7 +55,7 @@ public:
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Online|SteamAPI|SteamGroups") UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Online|SteamAPI|SteamGroups")
FBPUniqueNetId OfficerUniqueNetID; // Uint64 representation FBPUniqueNetId OfficerUniqueNetID; // Uint64 representation
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Online|SteamAPI|SteamGroups") UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Online|SteamAPI|SteamGroups")
bool bIsOwner; bool bIsOwner = false;
}; };

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@@ -332,18 +332,22 @@ UTexture2D * UAdvancedSteamFriendsLibrary::GetSteamFriendAvatar(const FBPUniqueN
UTexture2D* Avatar = UTexture2D::CreateTransient(Width, Height, PF_R8G8B8A8); UTexture2D* Avatar = UTexture2D::CreateTransient(Width, Height, PF_R8G8B8A8);
// Switched to a Memcpy instead of byte by byte transer // Switched to a Memcpy instead of byte by byte transer
uint8* MipData = (uint8*)Avatar->PlatformData->Mips[0].BulkData.Lock(LOCK_READ_WRITE);
FMemory::Memcpy(MipData, (void*)oAvatarRGBA, Height * Width * 4);
Avatar->PlatformData->Mips[0].BulkData.Unlock();
// Original implementation was missing this!! if (FTexturePlatformData* PlatformData = Avatar->GetPlatformData())
// the hell man...... {
delete[] oAvatarRGBA; uint8* MipData = (uint8*)PlatformData->Mips[0].BulkData.Lock(LOCK_READ_WRITE);
FMemory::Memcpy(MipData, (void*)oAvatarRGBA, Height * Width * 4);
PlatformData->Mips[0].BulkData.Unlock();
//Setting some Parameters for the Texture and finally returning it // Original implementation was missing this!!
Avatar->PlatformData->SetNumSlices(1); // the hell man......
Avatar->NeverStream = true; delete[] oAvatarRGBA;
//Avatar->CompressionSettings = TC_EditorIcon;
//Setting some Parameters for the Texture and finally returning it
PlatformData->SetNumSlices(1);
Avatar->NeverStream = true;
//Avatar->CompressionSettings = TC_EditorIcon;
}
Avatar->UpdateResource(); Avatar->UpdateResource();

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@@ -1,7 +1,7 @@
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved. // Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#include "SteamRequestGroupOfficersCallbackProxy.h" #include "SteamRequestGroupOfficersCallbackProxy.h"
#include "UObject/CoreOnline.h" #include "Online/CoreOnline.h"
#include "AdvancedSteamFriendsLibrary.h" #include "AdvancedSteamFriendsLibrary.h"
#include "OnlineSubSystemHeader.h" #include "OnlineSubSystemHeader.h"
#if PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_LINUX #if PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_LINUX